Author Topic: REVIEWS: New Play Control! Pikmin  (Read 23857 times)

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Offline Halbred

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REVIEWS: New Play Control! Pikmin
« on: March 19, 2009, 08:08:01 AM »
Who picked the Pikmin before Olimar showed up?
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=17993

 I never played the original Pikmin for the GameCube, but my friends told me that, generally, it was a very good game. My own hesitation sprang from the fact that I may be the worst real-time strategy player on the planet. My experiences in the genre began and ended with the first two Warcraft games; Starcraft was too much of a challenge for me. Of course, I was quite young, and with age and experience comes patience, so maybe IÂ’d like the genre more now. Even so, those early failures have prevented me from even touching the genre for years afterwards. A foolish mistake, perhaps, and one that has (until now) stopped me from experiencing the joy that is Pikmin.    


Pikmin is the story of a miniature space delivery man, Olimar, and his quest to recover the scattered parts of his ruined ship after an unfortunate encounter with a meteor fragment. Olimar crash-lands on a planet not entirely unlike our own, populated by a wealth of arthropods and familiar vegetation. The problem is that Olimar is about two inches tall. Flowers tower overhead, beetles stomp around like dinosaurs, and the smallest puddles become hazardous lakes! However will our hero repair his ship? With the help of Pikmin, of course! These tiny plant-like critters eagerly follow Olimar around and are perfectly willing to do his bidding. He can command up to 100 of the little fellows at a time and dole out orders accordingly. Have your yellow Pikmin bomb a roadblock while the reds take out a giant beetle and the blues build a bridge! Each Pikmin color has its own strength: reds are fire-resistant and deal more damage than the other colors, so they are good fighters. Blues can wade through water unharmed and build bridges. Yellows can carry and use bomb rocks for blowing up roadblocks.    


You recruit Pikmin by finding power pellets (theyÂ’re everywhere) and having your Pikmin drag them back their homes (Onions). The pellet is sucked up and more Pikmin pop out and await Olimar to pluck them from the ground. They key here is that the color of the power pellet doesnÂ’t matter very much—more important is the predominant color amongst the Pikmin who are carrying it. If you want to recruit more reds, have reds drag the power pellets! If you give a red pellet to a blue Pikmin, he will turn the pellet into more blues. However, matching pellet and Pikmin colors will yield additional troops. Pellets come in all sizes, each helpfully displaying the number of Pikmin required to move it. Some require many Pikmin to drag it back to the Onion—up to twenty! Defeated enemies can also be carried back to the Onions, and the more Pikmin than required that are carrying an object, the faster it will go!    


Pikmin have three power levels: leaf, bud, and flower. The longer you leave a Pikmin seed in the ground, the more powerful it will become. Additionally, Pikmin will drink nectar they find on the ground, which powers them up. The power level determines their running speed, carrying speed, and damage potential: an army of flower Pikmin will never stray behind Olimar and haul swag fervently!    


Olimar has thirty days to collect all thirty pieces of his ship, and each day lasts roughly fifteen minutes. Since each landscape you visit is so different, you can spend entire days just exploring and getting the lay of the land, and, indeed, this may be good planning on your part. Most structures and enemies donÂ’t reset overnight, so itÂ’s good to spend a day blowing up roadblocks, building bridges, and taking out the most headache-inducing enemies so that youÂ’re free to roam around looking for spaceship parts in subsequent days. And if you feel like youÂ’re lagging, you can restart your game from any previous day, although that will overwrite any progress youÂ’ve made since then.    


The game utilizes the Wii Remote wonderfully, and you really only need to worry about four commands. You move Olimar with the control stick, dismiss your Pikmin into groups (for easy sorting) with C, throw an individual Pikmin with A, tell the entire group to do something with down on the D-pad, and call your Pikmin with B. Calling Pikmin re-activates dismissed Pikmin and stops active Pikmin from whatever it is theyÂ’re doing to come back to you. The rest of the D-pad controls the camera. The Wii RemoteÂ’s pointer functionality works great for aiming your tosses and recalling distant groups of Pikmin, and really streamlines what I imagine was a more complicated process of estimation on the GameCube.    


Of course, leading a group of one-hundred Pikmin has its downsides, too. With a group that large, accidentally running into sleeping enemies becomes a liability. Also, Pikmin have a bad habit of getting caught up on the environmentÂ’s geometry and automatically dismissing themselves because they arenÂ’t brainy enough to go around a tree root instead of through it. Yellows could be a whole lot more accurate with their bomb-rock placement. If you donÂ’t act quickly, your entire squad could get blown to smithereens because the idiot yellow placed the bomb way too close to the group. It quickly becomes apparent that the best way to do things is to take your Pikmin through levels color-by-color rather than in a mixed group, giving each color group a certain task and letting everyone work separately, but simultaneously, to accomplish a goal. There will definitely be times where you will need to oversee a groupÂ’s success—almost every enemy encounter requires your presence (which can slow things down, honestly)—but on the whole, the Pikmin are good about completing tasks given to them.    


Pikmin's daily time limit is concerning, though. Rather than feeling a sense of freedom and wonder, daily searches feel more like frenzied rushes filled with worry as the sun moves across the sky (helpfully displayed on a meter at the top of the screen). If you ignore the ticking clock and donÂ’t get your Pikmin safely to their Onions at sunset, the planetÂ’s nocturnal horrors will run around and gobble up the stragglers. I actually restarted my game after 12 in-game days because IÂ’d only found 10 parts, and it took me about that long to really get comfortable with a routine.    


Fortunately, the game bombards you with helpful tips and tutorials, so itÂ’s a pretty easy game to get the gist of. And once it clicks for you, Pikmin is a very fun, rewarding game. ThereÂ’s just something about watching your army haul back a bounty from a hard dayÂ’s work thatÂ’s very satisfying.

Pros:
       

  • A simple RTS that anyone can get into
  •  
  • The elegant control scheme makes commanding your army a snap
  •  
  • Beautiful levels and enmies that are both comical and fearsome


  •        Cons:
           
  • Pikmin often get stuck or goof off
  •  
  • The time limit feels artificial and is frustrating


  •                Graphics:  8.0
           The graphics are barely changed from the GC version, with the only addition being true widescreen support (no sidebars here) and tutorial schematics showing the Wii Remote instead of the GC controller. Even so, the organic worlds are beautiful. The creatures you encounter look a little blocky at times, especially the red beetle things.

                   Sound:  8.0
           The music isnÂ’t exactly catchy, but itÂ’s pleasant and fits the game well. Your Pikmin make cute little sounds—itÂ’s almost tragic when reds and yellows drown, or any of your troops are eaten by an enemy!

                   Control:  9.0
           The controls couldnÂ’t be simpler, although you may have to move the camera around to get the best view of where the pointer is in relation to an enemy. Using the on-screen cursor to toss Pikmin onto larger enemies takes some getting used to because you have to estimate how high a Pikmin will go, not how far.

                          Gameplay:  7.0
           I canÂ’t stand the time limit! Luckily, achieving your goals is always fun and satisfying, which motivates you continue playing. But really, just five or ten more days would have given Pikmin a much more relaxed pace.

     


           Lastability:  9.0
           It will take you a pretty long time to learn the layout of the levels with enough detail that you can successfully acquire all 30 parts of your ship without a hitch. And after playing the main game for awhile, Challenge mode gives you a whopper of a variation on the main game. I wonÂ’t ruin that surprise.

     


           Final:  8.0
           Pikmin is a great game thatÂ’s weighed down by the frustrating time limit and hiccups in Pikmin behavior. It's hard to imagine how people played the original game with a GC controller, because the Wii setup is just so elegant. It can take a while to get into the flow of the game, but once you do, you're hooked. If you already have Pikmin for the ‘Cube you probably donÂ’t need this version, but if youÂ’ve never played it before, nowÂ’s your chance!      

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    Offline GoldenPhoenix

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #1 on: March 19, 2009, 03:51:17 PM »
    Quote
    especially the red beetle things


    AHEM, it is called a Bulborb, and I'm not even a big fan of Pikmin (though the Bulborb are adorable). Let's be a bit more professional ehhe, instead of calling it the red beetle thing. ;)

    j/k
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    Offline AV

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #2 on: March 19, 2009, 04:07:45 PM »
    i love the game i bought it yesterday. Using down on control pad doesn't seem to be as functional as I would have liked.

    I don't mind the time limit I always liked the idea of being rushed. I hope Pikmin2 New Play control add online to 2 player and clean up the frame-rate which sometimes dropped.

    Offline Pale

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #3 on: March 19, 2009, 04:57:04 PM »
    I honestly can't believe people still hope that Nintendo will add online to old games.  It won't happen Vega. Don't get your hopes up.
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    Offline GoldenPhoenix

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #4 on: March 19, 2009, 04:58:34 PM »
    I honestly can't believe people still hope that Nintendo will add online to old games.  It won't happen Vega. Don't get your hopes up.

    True, though I do think there is a chance the framerate could be cleaned up in Pikmin 2, they seem to be "enhancing" the visuals a bit.
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    Offline TJ Spyke

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #5 on: March 19, 2009, 05:00:18 PM »
    Has anybody here who played the GameCube version played the Wii version? I loved the original and am thinking about getting this since it's $30 (although I am waiting for "New Play Control! Pikmin 2" more).
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    Offline Tansunn

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #6 on: March 19, 2009, 05:03:49 PM »
    I was hoping the review would have been done by someone who'd played the original so we could get a feel for how well the controls were adapted.  At least they seem to be good enough that a Pikmin newbie can get them figured out.

    Offline Mop it up

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #7 on: March 19, 2009, 06:17:03 PM »
    Quote
    The time limit feels artificial and is frustrating
    That's not what I wanted to hear. You had to restart after 12 game days? Bummer. That's the kind of thing that would really bother me.

    I just can't make a decision on this one. I'm not that into strategy games but with this one sounding more unique and less difficult than your average RTS it might be okay. However, that whole system of the 30-day time limit sounds like the type of thing which could destroy the game for someone like me, as the time system in The Legend of Zelda: Majora's Mask completely prevented me from getting into the game.

    Still, it's a Nintendo series I've never played before... Surely I must try it out? Augh... indecision...

    Offline King of Twitch

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #8 on: March 19, 2009, 06:23:31 PM »
    Weak sauce. There are time limits in real life and the game is short enough that a second playthrough isn't so daunting
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    Offline UltimatePartyBear

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #9 on: March 19, 2009, 06:29:47 PM »
    I honestly can't believe people still hope that Nintendo will add online to old games.  It won't happen Vega. Don't get your hopes up.

    True, though I do think there is a chance the framerate could be cleaned up in Pikmin 2, they seem to be "enhancing" the visuals a bit.

    With a whole extra GameCube taped on, fixing the framerate should be free.


    Is hitting down on the D-pad supposed to replace shifting the Pikmin horde with the C-stick?  I'd really like to hear about how that compares.

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #10 on: March 19, 2009, 06:30:06 PM »
    Nintendo provides an opportunity for players to exercise critical thinking and develop time management skills, yet people bottle up in fear and avoid it.  Nintendo gamers fail, again.
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    Offline NWR_pap64

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #11 on: March 19, 2009, 07:00:25 PM »
    Quote
    The time limit feels artificial and is frustrating
    That's not what I wanted to hear. You had to restart after 12 game days? Bummer. That's the kind of thing that would really bother me.

    I just can't make a decision on this one. I'm not that into strategy games but with this one sounding more unique and less difficult than your average RTS it might be okay. However, that whole system of the 30-day time limit sounds like the type of thing which could destroy the game for someone like me, as the time system in The Legend of Zelda: Majora's Mask completely prevented me from getting into the game.

    Still, it's a Nintendo series I've never played before... Surely I must try it out? Augh... indecision...

    TRY...IT.

    Dude, we have told you time and time again that the only way you can understand Pikmin is if you play it yourself.

    We have already told you that there are many ways of playing game even with the time limit. What Halbred says is merely HIS OPINION and, no offense Hal, shouldn't be taken as fact. Pikmin is an experience that differs from person to person so its hard to determine.

    Once more, play it. Rent it, buy it, borrow it, steal it whatever. Just play it because you'll be confused and drenched in fear and won't understand it. And when you do don't be scared and just enjoy. Hell, use a guide or YouTube videos if you have to.
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    Offline Mop it up

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #12 on: March 19, 2009, 07:15:29 PM »
    But... What about Pikmin 2? Not only do most people claim it's the better game, but it has also done away with the thirty day limit. If I like the game, I could then buy the first one at that point and would likely be able to handle the 30-day limit because I'd already be used to the game. It might be best if I just wait for it to be released instead.

    Although... I hear your point about overcoming fear to reach enjoyment. It reminds me of a famous quote, "Until you're brave enough to lose sight of the shore, you'll never experience the fear of being lost at sea." Wait, I don't think that's right...

    Offline Stratos

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #13 on: March 19, 2009, 07:21:44 PM »
    But... What about Pikmin 2? Not only do most people claim it's the better game, but it has also done away with the thirty day limit. If I like the game, I could then buy the first one at that point and would likely be able to handle the 30-day limit because I'd already be used to the game. It might be best if I just wait for it to be released instead.

    Although... I hear your point about overcoming fear to reach enjoyment. It reminds me of a famous quote, "Until you're brave enough to lose sight of the shore, you'll never experience the fear of being lost at sea." Wait, I don't think that's right...

    I'm with Pap, try it. With all due respect to Halbred -whose review was well done and did a great job explaining the game and it's Wii features- the time limit is not a big issue. Hal didn't need to restart the game. 10 parts in 12 days is great progress and he could still have 'beaten' the game within that time frame. Go get it, it is fun and well worth it for the uninitiated. And just to clarify, you don't need to get all of the parts to leave the planet. There are about five parts that are not essential to leaving the planet successfully. And even if you don't get enough parts, the alternate ending in that case isn't horrible. I won't spoil it but it is an interesting ending. Worth seeing once I would say.
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    Offline NinGurl69 *huggles

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #14 on: March 19, 2009, 07:23:05 PM »
    Pikmin 2 is RPG-FREAKING-LONG even with the skills developed in Pikmin 1.  Having a "time limit" doesn't make sense with respect to Pikmin 2.

    Pikmin 1 can be beaten in a COUPLE SCHOOL NIGHTS, but it's still a very pure embodiment of its concept and features.
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    Offline Mop it up

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #15 on: March 19, 2009, 07:36:15 PM »
    Fine, fine, I'll get it, it's been over seven years after all. However, I'll probably get the original GameCube version because it is cheaper, though we'll see...

    And even if you don't get enough parts, the alternate ending in that case isn't horrible. I won't spoil it but it is an interesting ending. Worth seeing once I would say.
    If it in any way involves Olimar dying then I don't want to see it...

    Offline Halbred

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #16 on: March 19, 2009, 07:38:44 PM »
    I'd just like to clarify that I wasn't getting crap done during my initial playthrough because I was busy trying to figure out the game mechanics and the best way to get multiple things done at once. On day 12, it finally "clicked" for me, and I restarted so that I could enjoy myself. And yeah, I'm getting parts a LOT quicker now, usually I stay about one day "behind," in that if it's day 10, I've collected 11 or 12 parts. Which is awesome.

    It's really a game of discovery. For example, if you're having trouble getting your Pikmin up a slope or across a narrow stretch of land (bordered by water), try tossing them instead of leading them. Much safer. Spent a whole day cleaning out baddies with reds, blowing up roadblocks with yellows, and building bridges with blues. The next day, hike your Pikmin out in separate units and haul back like three or four ship parts at once. It really pays off! These are all things I discovered LATE in my first playthrough, so I started again with that information fresh in my mind, and I really, REALLY love the game now.

    So yeah, Mop, you've gotta try it. Like I said, it takes a little while to "get" the game, but once you do, it's a whole new experience. The time limit still kind of sucks in that there might be times where you have to "waste" an entire day going after one or two parts (that you didn't get to the previous day) but you can spend the rest of that day increasing your numbers and upgrading your troops (with nectar).

    You'd be surprised at how quickly a 15-minute day passes you by!

    No! Mop! The Wii version is only $30, and according to Mike Cole, who edited the review and has played the GC game, the controls on the Wii are far superior, if for no other reason than the ability to aim your throws and call dismissed Pikmin from a distance!
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    Offline GoldenPhoenix

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #17 on: March 19, 2009, 07:44:52 PM »
    Pikmin 2 is RPG-FREAKING-LONG even with the skills developed in Pikmin 1.  Having a "time limit" doesn't make sense with respect to Pikmin 2.

    Pikmin 1 can be beaten in a COUPLE SCHOOL NIGHTS, but it's still a very pure embodiment of its concept and features.

    And Pro presents us with the reason why time limits are implemented in games, it is a way to extend the length of a game that is considered short, but unlike other game extenders the time limit is the lamest.
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    Offline NWR_pap64

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #18 on: March 19, 2009, 07:51:11 PM »
    Fine, fine, I'll get it, it's been over seven years after all. However, I'll probably get the original GameCube version because it is cheaper, though we'll see...

    And even if you don't get enough parts, the alternate ending in that case isn't horrible. I won't spoil it but it is an interesting ending. Worth seeing once I would say.
    If it in any way involves Olimar dying then I don't want to see it...

    The Wii version is far more forgiving, get this version instead.
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    Offline Stratos

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #19 on: March 19, 2009, 07:51:33 PM »
    Fine, fine, I'll get it, it's been over seven years after all. However, I'll probably get the original GameCube version because it is cheaper, though we'll see...

    And even if you don't get enough parts, the alternate ending in that case isn't horrible. I won't spoil it but it is an interesting ending. Worth seeing once I would say.
    If it in any way involves Olimar dying then I don't want to see it...

    Mop_it_up I'm spoilering the response about Olimar but He doesn't die, that's for sure. He also doesn't leave the planet.
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    Offline NinGurl69 *huggles

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #20 on: March 19, 2009, 07:54:12 PM »
    Pikmin 2 is RPG-FREAKING-LONG even with the skills developed in Pikmin 1.  Having a "time limit" doesn't make sense with respect to Pikmin 2.

    Pikmin 1 can be beaten in a COUPLE SCHOOL NIGHTS, but it's still a very pure embodiment of its concept and features.

    And Pro presents us with the reason why time limits are implemented in games, it is a way to extend the length of a game that is considered short, but unlike other game extenders the time limit is the lamest.

    Not really.  When the game "clicks" with you, you have no trouble racing against the clock, and you end up overwhelming the game with your prowess and you end up finishing the game with time to spare, making the game shorter than its own "time limit."  This game's time limit is set, and does not make the initial run last longer.

    When time limits are carefully designed for defined bursts of gameplay, like a race lap, that encourages REPLAY thru the player's own desire for practice/personal accomplishment/personal improvement/personal best/things like that.
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    Offline NWR_pap64

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #21 on: March 19, 2009, 07:59:48 PM »
    The "bad" ending to Pikmin is quite comical. I actually managed to screw my days just to see it, and it wasn't as depressing as I thought.
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    Offline Stratos

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #22 on: March 19, 2009, 08:06:26 PM »
    The "bad" ending to Pikmin is quite comical. I actually managed to screw my days just to see it, and it wasn't as depressing as I thought.

    It would have made for an interesting sequel if that ending was the real one.
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    Offline TJ Spyke

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #23 on: March 19, 2009, 08:19:34 PM »
    The bad ending, that is the one you get if you fail to get the 25 required parts in 30 days, right? That was pretty funny.

    For those new to the game, you only need 25 of the 30 parts. The problem is that if you don't use a guide you could end up wasting time getting one of the 5 non-needed parts (like the Massage Machine). I was just checking GameFAQs and apparently it's possible to beat the game in just 9 days. That is not an easy task though since it's basically a speed run.
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    Offline broodwars

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    Re: REVIEWS: New Play Control! Pikmin
    « Reply #24 on: March 19, 2009, 08:25:38 PM »
    Just out of curiosity, did they fix that glaring bug from the original version involving bomb-carrying Yellow Pikmin?  In the original, when you whistled for Pikmin carrying bombs, they wouldn't drop their bombs and run over to Olimar like every other Pikmin does.  Instead, they'd just drop their bombs and stand right where they were, so you had to whistle again to get them to run over and usually you lost a couple that didn't get out of the blast radius in time.  Man, that was obnoxious.  Your review seems to hint that that stupid bug is still in the game, but I'd just like that clarified.
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